// Copyright 叶湘 ( weixin:yexiang841, email:yexiang841@qq.com ), Shitouren Studio. All Rights Reserved.

#pragma once

#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "Q3D_CPPS_Input_ActionMapping.generated.h"

/**
 * 
 */
USTRUCT(BlueprintType, Category = Q3D_ActionMapping, meta = (Tooltip = "ActionMapping 初始化结构体(C++)"))
struct FQ3D_CPPS_Input_ActionMapping : public FTableRowBase
{
	GENERATED_USTRUCT_BODY()

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Q3D_ActionMapping, meta = (Tooltip = "模式名"))
	FName KeyMapping_ActionName;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Q3D_ActionMapping, meta = (Tooltip = "是否同时按下 Shift"))
	bool KeyMapping_Shift = false;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Q3D_ActionMapping, meta = (Tooltip = "是否同时按下 Ctrl"))
	bool KeyMapping_Ctrl = false;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Q3D_ActionMapping, meta = (Tooltip = "是否同时按下 Alt"))
	bool KeyMapping_Alt = false;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Q3D_ActionMapping, meta = (Tooltip = "是否同时按下 Command"))
	bool KeyMapping_Cmd = false;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Q3D_ActionMapping, meta = (Tooltip = "键名"))
	FKey KeyMapping_Key;
};
